Game.cpp 7.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397
  1. // ----------------------------------------------------------------
  2. // From Game Programming in C++ by Sanjay Madhav
  3. // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
  4. //
  5. // Released under the BSD License
  6. // See LICENSE in root directory for full details.
  7. // ----------------------------------------------------------------
  8. #include "Game.h"
  9. #include <GL/glew.h>
  10. #include "Texture.h"
  11. #include "VertexArray.h"
  12. #include "Shader.h"
  13. #include <algorithm>
  14. #include "Actor.h"
  15. #include "SpriteComponent.h"
  16. #include "Actor.h"
  17. #include "Ship.h"
  18. #include "Asteroid.h"
  19. #include "Random.h"
  20. #include "InputSystem.h"
  21. Game::Game()
  22. :mWindow(nullptr)
  23. ,mSpriteShader(nullptr)
  24. ,mIsRunning(true)
  25. ,mUpdatingActors(false)
  26. {
  27. }
  28. bool Game::Initialize()
  29. {
  30. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_GAMECONTROLLER) != 0)
  31. {
  32. SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
  33. return false;
  34. }
  35. // Set OpenGL attributes
  36. // Use the core OpenGL profile
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  38. // Specify version 3.3
  39. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  40. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  41. // Request a color buffer with 8-bits per RGBA channel
  42. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
  43. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
  44. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
  45. SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
  46. // Enable double buffering
  47. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  48. // Force OpenGL to use hardware acceleration
  49. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  50. mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 8)", 100, 100,
  51. 1024, 768, SDL_WINDOW_OPENGL);
  52. if (!mWindow)
  53. {
  54. SDL_Log("Failed to create window: %s", SDL_GetError());
  55. return false;
  56. }
  57. // Initialize input system
  58. mInputSystem = new InputSystem();
  59. if (!mInputSystem->Initialize())
  60. {
  61. SDL_Log("Failed to initialize input system");
  62. return false;
  63. }
  64. // Create an OpenGL context
  65. mContext = SDL_GL_CreateContext(mWindow);
  66. // Initialize GLEW
  67. glewExperimental = GL_TRUE;
  68. if (glewInit() != GLEW_OK)
  69. {
  70. SDL_Log("Failed to initialize GLEW.");
  71. return false;
  72. }
  73. // On some platforms, GLEW will emit a benign error code,
  74. // so clear it
  75. glGetError();
  76. // Make sure we can create/compile shaders
  77. if (!LoadShaders())
  78. {
  79. SDL_Log("Failed to load shaders.");
  80. return false;
  81. }
  82. // Create quad for drawing sprites
  83. CreateSpriteVerts();
  84. LoadData();
  85. mTicksCount = SDL_GetTicks();
  86. return true;
  87. }
  88. void Game::RunLoop()
  89. {
  90. while (mIsRunning)
  91. {
  92. ProcessInput();
  93. UpdateGame();
  94. GenerateOutput();
  95. }
  96. }
  97. void Game::ProcessInput()
  98. {
  99. mInputSystem->PrepareForUpdate();
  100. SDL_Event event;
  101. while (SDL_PollEvent(&event))
  102. {
  103. switch (event.type)
  104. {
  105. case SDL_QUIT:
  106. mIsRunning = false;
  107. break;
  108. case SDL_MOUSEWHEEL:
  109. mInputSystem->ProcessEvent(event);
  110. break;
  111. default:
  112. break;
  113. }
  114. }
  115. mInputSystem->Update();
  116. const InputState& state = mInputSystem->GetState();
  117. if (state.Keyboard.GetKeyState(SDL_SCANCODE_ESCAPE)
  118. == EReleased)
  119. {
  120. mIsRunning = false;
  121. }
  122. mUpdatingActors = true;
  123. for (auto actor : mActors)
  124. {
  125. actor->ProcessInput(state);
  126. }
  127. mUpdatingActors = false;
  128. }
  129. void Game::UpdateGame()
  130. {
  131. // Compute delta time
  132. // Wait until 16ms has elapsed since last frame
  133. while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
  134. ;
  135. float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
  136. if (deltaTime > 0.05f)
  137. {
  138. deltaTime = 0.05f;
  139. }
  140. mTicksCount = SDL_GetTicks();
  141. // Update all actors
  142. mUpdatingActors = true;
  143. for (auto actor : mActors)
  144. {
  145. actor->Update(deltaTime);
  146. }
  147. mUpdatingActors = false;
  148. // Move any pending actors to mActors
  149. for (auto pending : mPendingActors)
  150. {
  151. pending->ComputeWorldTransform();
  152. mActors.emplace_back(pending);
  153. }
  154. mPendingActors.clear();
  155. // Add any dead actors to a temp vector
  156. std::vector<Actor*> deadActors;
  157. for (auto actor : mActors)
  158. {
  159. if (actor->GetState() == Actor::EDead)
  160. {
  161. deadActors.emplace_back(actor);
  162. }
  163. }
  164. // Delete dead actors (which removes them from mActors)
  165. for (auto actor : deadActors)
  166. {
  167. delete actor;
  168. }
  169. }
  170. void Game::GenerateOutput()
  171. {
  172. // Set the clear color to grey
  173. glClearColor(0.86f, 0.86f, 0.86f, 1.0f);
  174. // Clear the color buffer
  175. glClear(GL_COLOR_BUFFER_BIT);
  176. // Draw all sprite components
  177. // Enable alpha blending on the color buffer
  178. glEnable(GL_BLEND);
  179. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  180. // Set shader/vao as active
  181. mSpriteShader->SetActive();
  182. mSpriteVerts->SetActive();
  183. for (auto sprite : mSprites)
  184. {
  185. sprite->Draw(mSpriteShader);
  186. }
  187. // Swap the buffers
  188. SDL_GL_SwapWindow(mWindow);
  189. }
  190. bool Game::LoadShaders()
  191. {
  192. mSpriteShader = new Shader();
  193. if (!mSpriteShader->Load("Shaders/Sprite.vert", "Shaders/Sprite.frag"))
  194. {
  195. return false;
  196. }
  197. mSpriteShader->SetActive();
  198. // Set the view-projection matrix
  199. Matrix4 viewProj = Matrix4::CreateSimpleViewProj(1024.f, 768.f);
  200. mSpriteShader->SetMatrixUniform("uViewProj", viewProj);
  201. return true;
  202. }
  203. void Game::CreateSpriteVerts()
  204. {
  205. float vertices[] = {
  206. -0.5f, 0.5f, 0.f, 0.f, 0.f, // top left
  207. 0.5f, 0.5f, 0.f, 1.f, 0.f, // top right
  208. 0.5f, -0.5f, 0.f, 1.f, 1.f, // bottom right
  209. -0.5f, -0.5f, 0.f, 0.f, 1.f // bottom left
  210. };
  211. unsigned int indices[] = {
  212. 0, 1, 2,
  213. 2, 3, 0
  214. };
  215. mSpriteVerts = new VertexArray(vertices, 4, indices, 6);
  216. }
  217. void Game::LoadData()
  218. {
  219. // Create player's ship
  220. mShip = new Ship(this);
  221. mShip->SetRotation(Math::PiOver2);
  222. // Create asteroids
  223. const int numAsteroids = 20;
  224. for (int i = 0; i < numAsteroids; i++)
  225. {
  226. new Asteroid(this);
  227. }
  228. }
  229. void Game::UnloadData()
  230. {
  231. // Delete actors
  232. // Because ~Actor calls RemoveActor, have to use a different style loop
  233. while (!mActors.empty())
  234. {
  235. delete mActors.back();
  236. }
  237. // Destroy textures
  238. for (auto i : mTextures)
  239. {
  240. i.second->Unload();
  241. delete i.second;
  242. }
  243. mTextures.clear();
  244. }
  245. Texture* Game::GetTexture(const std::string& fileName)
  246. {
  247. Texture* tex = nullptr;
  248. auto iter = mTextures.find(fileName);
  249. if (iter != mTextures.end())
  250. {
  251. tex = iter->second;
  252. }
  253. else
  254. {
  255. tex = new Texture();
  256. if (tex->Load(fileName))
  257. {
  258. mTextures.emplace(fileName, tex);
  259. }
  260. else
  261. {
  262. delete tex;
  263. tex = nullptr;
  264. }
  265. }
  266. return tex;
  267. }
  268. void Game::AddAsteroid(Asteroid* ast)
  269. {
  270. mAsteroids.emplace_back(ast);
  271. }
  272. void Game::RemoveAsteroid(Asteroid* ast)
  273. {
  274. auto iter = std::find(mAsteroids.begin(),
  275. mAsteroids.end(), ast);
  276. if (iter != mAsteroids.end())
  277. {
  278. mAsteroids.erase(iter);
  279. }
  280. }
  281. void Game::Shutdown()
  282. {
  283. UnloadData();
  284. mInputSystem->Shutdown();
  285. delete mInputSystem;
  286. delete mSpriteVerts;
  287. mSpriteShader->Unload();
  288. delete mSpriteShader;
  289. SDL_GL_DeleteContext(mContext);
  290. SDL_DestroyWindow(mWindow);
  291. SDL_Quit();
  292. }
  293. void Game::AddActor(Actor* actor)
  294. {
  295. // If we're updating actors, need to add to pending
  296. if (mUpdatingActors)
  297. {
  298. mPendingActors.emplace_back(actor);
  299. }
  300. else
  301. {
  302. mActors.emplace_back(actor);
  303. }
  304. }
  305. void Game::RemoveActor(Actor* actor)
  306. {
  307. // Is it in pending actors?
  308. auto iter = std::find(mPendingActors.begin(), mPendingActors.end(), actor);
  309. if (iter != mPendingActors.end())
  310. {
  311. // Swap to end of vector and pop off (avoid erase copies)
  312. std::iter_swap(iter, mPendingActors.end() - 1);
  313. mPendingActors.pop_back();
  314. }
  315. // Is it in actors?
  316. iter = std::find(mActors.begin(), mActors.end(), actor);
  317. if (iter != mActors.end())
  318. {
  319. // Swap to end of vector and pop off (avoid erase copies)
  320. std::iter_swap(iter, mActors.end() - 1);
  321. mActors.pop_back();
  322. }
  323. }
  324. void Game::AddSprite(SpriteComponent* sprite)
  325. {
  326. // Find the insertion point in the sorted vector
  327. // (The first element with a higher draw order than me)
  328. int myDrawOrder = sprite->GetDrawOrder();
  329. auto iter = mSprites.begin();
  330. for (;
  331. iter != mSprites.end();
  332. ++iter)
  333. {
  334. if (myDrawOrder < (*iter)->GetDrawOrder())
  335. {
  336. break;
  337. }
  338. }
  339. // Inserts element before position of iterator
  340. mSprites.insert(iter, sprite);
  341. }
  342. void Game::RemoveSprite(SpriteComponent* sprite)
  343. {
  344. auto iter = std::find(mSprites.begin(), mSprites.end(), sprite);
  345. mSprites.erase(iter);
  346. }